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The report singled out several marketing tactics which had been flagged as particuarly concerning.
The first was direct marketing (emails, texts, push notifications). Citing randomised studies, the committee noted that limiting direct marketing resulted in reduced betting and fewer short-term harms.
Referencing an Australian study on direct marketing and its link to gambling harms, Dr Philip Newall, senior lecturer at the University of Bristol noted that “causality was established by getting a random subset of participants to opt-out of receiving direct marketing offers”.
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For an industry already producing content at enormous scale, that distinction is important. The promise of Game in a Box and Studio in a Box is not simply that they can help put even more games into an already crowded market.
Instead, Curwen hopes that by removing some of the cost and risk that have traditionally surrounded development, creators will have greater freedom to take chances on what they produce.
“That’s ultimately where I want Game in a Box to take us,” he says. “Technology handles more of the complexity, while people concentrate on creating great games.”
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Meanwhile its B2C revenue, which took a significant hit last year as it offloaded the majority of its B2C operations, including Snaitech and Happy Bet, declined 22% to €32 million.
This segment is predominantly made up of Sun Bingo in the UK, a white label brand which Playtech said it was reviewing in March, due to the impact of the UK Remote Gaming Duty hike earlier this year.
Regarding further investment into the company, it said high-growth verticals like live casino were receiving targeted capital deployment, while in terms of geography, the Americas remained a core focal point for the company. It expects to reach profitability in the US this year.